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The Elder Scrolls Online

So what land masses are in the game? Is Skyrim? Morrowind?

Do the areas in the game resemble the land masses from prior lore?
 
Why doesn't Zenimax release a video of a level 80 hard mode dungeon fight? Just one boss fight and leave the lore out to preserve the story. Show us what the game is going to be like. I haven't seen them hype their game up to generate interest once to this point. I think I can speak for a few others in this thread when I say that I don't have a clue why I would want the game.

<zenimax>

BECAUSE ELDER SCROLLS BLARGAGRGARGARGARGAR

</zenimax>
 
My thoughts exactly. That was just...brutal to watch.

I'm glad they keep validating my reasons of staying away from this though! If I just took everything the devs are saying at face value, I would be more optimistic. But this....whew, bullet dodged so far

For what it's worth, he is playing the game wrong. I would know, because I was playing the game wrong and felt the combat was the shittiest ever. Now that I have spent more time with it, it is certainy not the case.

Now let me explain, because the reason he is playing the game wrong is not entirely his fault.

How he is playing wrong:
  • He is not using heavy attacks (hold left-click). All he is doing is spamming left-click.
  • He has plenty of Magicka and Stamina to use his abilities, but he isn't.
  • He never blocks.
  • He never dodges.

How Zenimax is failing the gamer:
  • Enemies need to be A LOT tougher. Since enemies are so easy, there really is no need to dodge or block starting out. This is teach gamers bad habits, even though the controls are gone over in the beginning.
  • Since he is not blocking, he is not experiencing the "dazed" effect that allows you to knock the enemy down with a heavy attack. Again, enemies being harder and more threatening would help people need to use this tactic.
  • Resource management will be a problem for people playing this like WoW. In WoW, you have unlimited resources for the most part. What ability you use is determined by its cool down. In TESO, however, nothing has a cooldown. The only thing that limits your use of an ability is what's currently in your resource pool. A lot of people find the combat "spammy" because it quite frankly is since, once again, enemies are too easy.
 
About bloody time! lol.

I was in the same boat as Angryjoe.

When I tried the beta first back in 2013 my first impressions weren't that great.

The starting tutorial was very linear, guide you here and there, the camera view, animations, it didn't really remind me of TES games at this point.

I kept playing, then came around in a later test, playing an argonian I started to enjoy the game.

I didn't get to pvp, which I hope to get to once the next beta is around, as that's the main thing I'm looking forward to.

One thing I really liked is , like TES, you aren't restricted to what you wear/use.

You can go mage, wear full plate armor and use a two handed weapon, make yourself a front line fighter if you want.

One of the things I enjoyed, which made me excited for the games release, is the exploration.

I do not get anyone that says this game is too linear/not open enough like TES games, can you just start and hoof it to the other end of the map? No.

However while playing I explored a lot and I didn't feel pressured to follow the dotted line along a map, quests were littered throughout the area and I seemed able to do most any I came across. Not to mention having the random quest as you travel.

I found myself just roaming around the world exploring and not caring about the main storyline quest, and that is what I love about TES and why I enjoyed TESO once I put some time into it.
 
I will be dropping a lot of info here tonight and some screens :) . Told ya it'd be very very soon ;).
 
Now that the NDA has dropped, here's what I wanted to post in response to you the other day Bangorang :). I almost posted it anyway but I edited it a bit since the NDA is down now... it may still contain a bit of vagueness since some of what I know isn't based on even closed tester knowledge. This is a dense read without fluff about how you can see a sun set, so buckle down and enjoy :D.

I'm starting to see positive comments on various forums about this game...first time ever....seems as though you need to approach this game like a fine wine...enjoy the journey and slow down...power levelers need not apply...at least thats the jist of the conversations these days

thoughts Tiger?

Even if you do level quickly (which isn't even a bad thing in this game, it's how you approach it to an extent though... I've gone from 1-50 (Vet Rank 1) inside of 65 hours before with no bugs or anything used) the game continues opening up during the Veteran ranks anyway. However these people are indeed right that there is a LOT of content you find that is off the main path. This continues not just in the starter zones but throughout the entirety of the game world, including whole quest chains, small events, and cool little areas with a miniboss in them that has a higher drop chance of something decent, for example. You also find some cool lore that you wouldn't catch otherwise roaming around extra.

I've gone from 1-50 around 8-9 times so far during various phases, and to Veteran Rank 10 on one character, 5 on another, and 2 on my newest one (which is also in the same current phase with the other Vets, included in the 8-9 times number). I am a heavy-duty pvp'er and high-end raider generally and while I don't personally get as into the exploration aspect there is still stuff to see even if you are leveling as quickly as you can. Some of the quickest leveling methods are actually counter-intuitive to the normal "run along the questline" way most games have taken lately.

To expound on that, you get a lot of extra XP for finding world bosses inside of the zones to kill, finishing the public dungeons (I usually go through them an extra time or two after since they're quick, and I make sure to go through once when I see/know of one for the skyshard anyway), etc. and you want to find Lorebooks to level your Mage's Guild skill line regardless generally (which also unlocks more of the quests in that line). Grinding can be pretty efficient if you happen upon an area with a dense amount of monsters. However there is always a quest line available if you don't have something already to do immediately, back along the beaten path. However, straight-out questing through the main line is less efficient than doing that + some of the side stuff and skipping part of the main lines.

And that's not even touching the group dungeons while leveling, which give a very nice item for the first run-through + huge hunk of XP + a skill point for the quest inside of each, and you can go to every dungeon in the game by wayshrine (talk to the Undaunted people in the Inns to unlock the waypoints, including ones in other faction lands (no, you can't go outside of the dungeon after though :p at least before vet ranks when you would then zone out into the vet zones rather than the actual other faction land).

Pre-50 you can skip some areas if desired and you'll easily catch back up just finishing further ones... you take very little penalty to hit rate and effectiveness until around 8-10 levels above you, though ideally you want to stick within 3-5 above at most just for efficiency's sake, which most coming from the MMO angle of things will want, hanging around 0-2 levels above them tops. The skill system continues to open up more build possibilities as you go, crafting continues to be useful all the way up, and the Veteran zones are a good step up in difficulty from the normal 1-50 zones. They also allow for a greater degree of freedom in what you finish when in them, because once you hit Vet 2 or 3 which is pretty quick, the mob difficulty doesn't vary a lot between Vet 1 and 5 for you at that point, then once you hit the second Veteran alliance for yourself, around VR6-7, you can pretty much go anywhere there and still fight at full effectiveness.

Veteran ranks do slow higher, but it's not a long-term progression system so much as extra levels, and you can do veteran group instanced dungeons to get them very quickly if you have a good group of guildmates... there are items already that say Veteran Rank 10-12 for required level so there surely are going to be more of them quickly post launch. There is more to the endgame progression than just the Veteran instanced group dungeons and crafted gear + pvp sets visible on the vendors, but since that isn't known by even most of the closed beta guys even and I know it because of contacts, I will be waiting on sharing that until that time soon I was talking about in my last post ;) because I don't think they'd approve if they saw me posting it :p. You also get unique set items out of PVP bags and rare drops in the Veteran dungeons (not the normal one-off loot) that cannot be had anywhere else, giving a longer-term RNG progression in addition to being able to farm for specific drops. And virtually everything is BOE meaning gold is going to be very valuable here.

Ultimately you can go slow or quick, and end up at a "decent" gear power level at endgame to build on. The game very much does open up the further you go, regardless of playstyle: for the "powergamer" as the Elder Scrolls fanbase keeps calling us, we get a huge amount of spec flexibility, gear customization (you get gear that has up to 4-5 slots of stats/effects on it, of which you can usually pick a few of by adding enchantments to a crafted or dropped item, or go after certain drops that have the combo you want). You can also upgrade drops, so if you get a badass set item but it's green, it can go all the way to legendary with upgrade materials provided you have them/farm them/get them. They even change appearance a little each upgrade, usually a color tint or extra ornamentation. It culminates with the Veteran zones which are a treat because it's a good bump in difficulty (miss a block on a power attack or a strong spell and you will need to pull the fat out of the fire at that point; early on you can easily die from just missing one and getting stunned then nuked down) and you really can blaze a path through them, with one exception: there are a certain set of 2-4 quests in each zone that you MUST complete to move on to your second Veteran faction, inside of the first one, due to the overarching entire-game main quest. These are some of the "main" quests in the normal versions of the zones.

There are two tiers of group instanced Veteran dungeons but will also be adventure zones for launch containing raids. They aren't the same thing, but rather raids have entrances that are inside of the adventure zones, which are basically super public dungeons that are revamped prior zones with 4-8 man oriented packs and minibosses. For example Stormhaven is going to have a second version, on Daggerfall, that is an adventure zone, continuing the story of the story-quest version of it. This adventure zone will have souped-up packs of mobs with new story in it designed for multiple groups of ~8 people each to roam around completing and farming minibosses, non-instanced (except for phasing with the megaserver). You'll then have zone entrances to traditional instanced raids inside of these areas that are for your raid group only.
 
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here's a few more tidbits I haven't seen mentioned from people: this is from a forum post on mmorpg:

Alright, let's do this. The last 2 weekends were the same characters... no wipe in between. Still no one got to PVE end game in those weekends but the weekends coming up I believe are the end game ones.

First my main character (had 2 other level 10s)
1. Level 18
2. Restoration Staff
3. Heavy Armor
4. Sorceror
5. Altmer
6. Crafting: Level 6-8, Alchemy, Enchanting, Clothier.
7. Crafting: Level 10-11, Blacksmithing, Woodworking
8. Crafting: Level 23, Provisioning
9. Altmeri Dominion

Skill layout: Grand Healing, Regeneration, Blessing of Protection or Soul Trap, Crystal Shards, Mage Light

Some interesting things I found out no one has mentioned before:
• Certain things like Magicka/Health regen have a soft cap for dimishing returns, but it isn't a hidden one like most games. You character sheet actually turns the stat orange and suggests you spread things out a little.
• If you are a PVE completionist it's going to be a long damn game. To do everything (not including crafting) in your faction from level 1-15 takesroughly 90 hours.
• I liberated a city... A CITY... and it stayed that way because of phasing... I had access to shops, quests, a few mob free mat heavy harvesting grounds. My choice mattered.
• Fighters guild has Intimidate as a skill and Mages have Persuasion. I managed to just not fight some thing... hell... I shook down a wondering merchant with Intimidate and crime isn't even implemented yet.
• Skulls on the map... balls to the wall hard for your level range, I suggest at least 2 people of appropriate level if not 4, these are not dungeons but open world locations/caves that are not instanced.
• Treasure maps: Brilliantly done, it's just a frickin drawn picture with an X, I have always gotten a blue item out of the map chests in Auridon. Which blue items really are pretty rare.
• Provisioning: I got to level 23 in provisioning, nothing like running around with 1/5th more HP for 40 minutes. To get recipes you have to explore and open cabinets and the such.
• All I can say is explore!

Crafting

Exploring you can find special crafting stations like Skyrim's Lunar forge, except it allows you to make SETS, whatever you can normally make plus set bonuses, but to use them you have to have researched 2-3 of the same item.

Basically to research a trait for a specific armor/weapon type you break down an item to learn how to make one with traits. A dagger researched for 6 hours (set and forget, not attended) and you know how to craft any style/level dagger with that trait... just daggers... and only that property. TRAITS ARE NOT ENCHANTMENTS, feel free to throw some of those on there too.



Say you wanted to be able to craft all the gear as a blacksmith (this one is the longest because more separate items), you would start some research and come back in 5-6 hours. Assuming you put no skill points into speeding up research it would take 546 hours of popping something on research every 6 hours. Put skill points into speeding up research and it's more along 150 hours, every 6 popping 3 items in(if you have it to research). But you may as well just research while you quest, and just remember to occasionally pop one "in the oven"



Also I should mention that the 90 hours of PVE was in about a 1/5 portion of the faction map. This is going to be a long game, AND I LOVE IT! Also PVP was an absolute blast but I will let others go into that.
 
how did you think any of the wall of text would get you in trouble for breaking an NDA?

That was a good run down. The RvR intrigues me but everything looks standard samey mmo.

Oh, maybe because I had info on endgame and many other previously unmentioned aspects of the game? And am in the non-weekender one :p . And because the NDA lift is partial, not full. Derp you for not understanding what NDA means..

Bangorang that info was already public knowledge stuff :).
 
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More recycled mmo combat mechanics. /yawn

There are only so many mechanics you can make for an mmorpg fight that are any fun. What would you suggest? Some of the encounters in the veteran dungeons have a few new things compared to most mmo fights but I'm unsure what a designer could really do that would be truly new by now. Mmorpg is a genre, that is like complaining a racing game is "more boring driving laps, yawn" for an f1 game. :p
 
mmorpg is not like other genres, it can vary quite a lot, action based vs turn based, third vs 1st person, sci fi vs fantasy, etc.

One way I think combat could be more fun in mmorpgs is to look at a game like Dragon's Dogma, taking down giant monsters in that game is a blast and not somtehing you get in many other games. With each class having different abilties/ways to take it down, some of which help the other classes (IE tanks get shield launch to vault people up onto the monsters, where the nimble people can climb onto it (and hang on) and attack it, meanwhile mages/archers can use their abilties to attack while it's not on the ground and bring it down.
 
mmorpg is not like other genres, it can vary quite a lot, action based vs turn based, third vs 1st person, sci fi vs fantasy, etc.

One way I think combat could be more fun in mmorpgs is to look at a game like Dragon's Dogma, taking down giant monsters in that game is a blast and not somtehing you get in many other games. With each class having different abilties/ways to take it down, some of which help the other classes (IE tanks get shield launch to vault people up onto the monsters, where the nimble people can climb onto it (and hang on) and attack it, meanwhile mages/archers can use their abilties to attack while it's not on the ground and bring it down.


That was done a decade ago in daoc shrouded isles in caer sidi.. Given mobs had to be weakened or killed by specific archetypes. Same deal with vulnerability on a large mob in warhammer land of the dead where you brought it down so you could hit it (colossus) . As I said it's difficult to think of anything that hasn't been done before in an mmo. That doesn't mean some aren't more fun or can't be mixed together but new ground is rare.
 
That was done a decade ago in daoc shrouded isles in caer sidi.. Given mobs had to be weakened or killed by specific archetypes. Same deal with vulnerability on a large mob in warhammer land of the dead where you brought it down so you could hit it (colossus) . As I said it's difficult to think of anything that hasn't been done before in an mmo. That doesn't mean some aren't more fun or can't be mixed together but new ground is rare.

DAOC combat played nothing like dragon's dogma, in terms of action style vs hotbar focused.

Dragon's dogma is more like Dark souls style of combat mixed with Shadow of the Colossus wrapped around rpg elements.

See:
http://www.youtube.com/watch?v=pkpIqQwrpyM
 
I made an album of my beta testing, mostly PvP pics:

http://imgur.com/a/MchJD

Though I tried most of the core concepts (tank, caster, etc) I played the most as a nightblade archer, fun stuff. Playing a ranged class with all the stealth bonuses from medium armor and bosmer racial was nice. Hell, I probably didn't even need those - anyone can stealth, and archery is ranged so you are less likely to be detected.
 
Seems like a pretty bleh mmo. Maybe I've outgrown them, but this one doesn't hold my interest. I'll stick to skyrim
 
Well it is beta, maybe they will add things down the line through updates that will make the MMO better. I'm keeping an eye out on this one as time progress.
 
DAOC combat played nothing like dragon's dogma, in terms of action style vs hotbar focused.

Dragon's dogma is more like Dark souls style of combat mixed with Shadow of the Colossus wrapped around rpg elements.

See:
http://www.youtube.com/watch?v=pkpIqQwrpyM

Yes I know, my point was encounter mechanics, not how you do said mechanics as that will vary from game to game.
 
Yes I know, my point was encounter mechanics, not how you do said mechanics as that will vary from game to game.

I was talking not so much about "this player does this to the boss" but the actual mechanics of the combat.

Actually climbing onto enemies, having archers actually aim/fire and bring down flying enemies, and synergy skills that aren't just focused on dps (like what's in both ESO/GW2) but gameplay enhancements (IE the shield throw to get your party members up to higher ground/bosses).
 
I played this during last weekend's beta. I lasted maybe two hours before I just quit and uninstalled. The game is boring. Skill progression is deeper I guess if you want to hybridize, but if you want to specialize it sucks. If you play a magic user in other mmos you will not be impressed. Spells cast instantly and you have to chain them like melee skills; there's no feeling of any sort of magical power like there is when you land a longer cast damage spell in other mmos. The animations are floaty and combat feels like nothing, just whiffing. Meh.
 
looking over the classes, I think I will finally be able to create a good "Battlemage" type of character.

Plan to make a sorcerer and plop him in medium/heavy armour with a two handed sword.

Maverikv just wondering but what skill line did you go? I Thouhg the storm calling felt great.
 
There are only so many mechanics you can make for an mmorpg fight that are any fun. What would you suggest? Some of the encounters in the veteran dungeons have a few new things compared to most mmo fights but I'm unsure what a designer could really do that would be truly new by now. Mmorpg is a genre, that is like complaining a racing game is "more boring driving laps, yawn" for an f1 game. :p

A decent point, but look--anything is possible. Before i played Dark Souls I'd never played a game like it. MMORPG makers don't even try to think outside the box. All the mechanics in the video I commented on I've seen in WoW. The only difference was some synergy thing which apparently doesn't cost any resources and you just click a button if some other class is around? And all it does is increase dps? That's probably fun the first couple times you use it, then i see that just being a chore. Some button you have to work into your rotation.

DAOC combat played nothing like dragon's dogma, in terms of action style vs hotbar focused.

Dragon's dogma is more like Dark souls style of combat mixed with Shadow of the Colossus wrapped around rpg elements.

See:
http://www.youtube.com/watch?v=pkpIqQwrpyM

Wow i've never heard of that game, looks pretty cool!
 
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A decent point, but look--anything is possible. Before i played Dark Souls I'd never played a game like it. MMORPG makers don't even try to think outside the box. All the mechanics in the video I commented on I've seen in WoW. The only difference was some synergy thing which apparently doesn't cost any resources and you just click a button if some other class is around? And all it does is increase dps? That's probably fun the first couple times you use it, then i see that just being a chore. Some button you have to work into your rotation.



Wow i've never heard of that game, looks pretty cool!

If you like Dark Souls you will most likely enjoy Dragon's Dogma (The Dark Arisen version is the one you should check out if you do, it includes the base game + expansion).

Though it's console only atm, they are making a sequel to it also.
 
If you like Dark Souls you will most likely enjoy Dragon's Dogma (The Dark Arisen version is the one you should check out if you do, it includes the base game + expansion).

Though it's console only atm, they are making a sequel to it also.

Ahh that makes me sad. I don't own any consoles, but perhaps I can convince my roommate to get the game ^_^
 
How is the player economy, if any, in this one?

Read my post. I mention a few factors there.

I
-Economically there is craftable gear that is actually worth a damn, and most of the good stuff from both pve and pvp is bind on equip so there will be one hell of an economy around those items, item enchantments (which between them and crafting often results in 2-3 customized things when changing a dropped item, and more if you craft a set item from scratch), and consumable foods that give you a lot of stats (and persist through death).

Are these enough of a benefit to bother developing a crafting skill tree? Because if the stuff you can make is comparable to what you just go find and bind on equip, then crafting is useless.

I wish for a game to make crafting, or even other DIY skills (like fishing) extremely difficult, but very high reward. And to the point where some players may just decide to become dedicated crafters, fishers, potions makers, and etc. Then you end up with a very active player economy where players even become dedicated traders. Then you have a true interactive MMORPG.

So, now I can ask : is ESO anything like this? Because if not, and there's nothing to really become involved with outside of running zone to zone finding loot (since I don't enjoy PVP in pretty much any fantasy MMORPG), then I may just once again, pass on yet another. :(
 
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DAOC combat played nothing like dragon's dogma, in terms of action style vs hotbar focused.

Dragon's dogma is more like Dark souls style of combat mixed with Shadow of the Colossus wrapped around rpg elements.

See:
http://www.youtube.com/watch?v=pkpIqQwrpyM

That's the difference between an ARPG (action RPG) and what underneath all the dressing is a "real-time turnbased" RPG like ESO (internal cooldown timers between ability usages, RNG determinations in combat,.etc.) :)

Are these enough of a benefit to bother developing a crafting skill tree? Because if the stuff you can make is comparable to what you just go find and bind on equip, then crafting is useless.

I wish for a game to make crafting, or even other DIY skills (like fishing) extremely difficult, but very high reward. And to the point where some players may just decide to become dedicated crafters, fishers, potions makers, and etc. Then you end up with a very active player economy where players even become dedicated traders. Then you have a true interactive MMORPG.

So, now I can ask : is ESO anything like this?

Crafting is still immensely useful in ESO because...
A) You can upgrade drops through crafting.
B) Crafting provides some set bonuses that you CANNOT get on dropped items at all.
C) Crafting provides you with any available slot for craftable set bonuses rather than dropped items that don't come in every slot or weapon type.
D) Crafting provides far superior glyphs/enchantments for your items and lets you customize them, including drops.
E) With so many items being bind on equip including crafted set items, you have a real outlet and demand for your wares, rather than the best craftable items binding on creation to you.

Hope that helps clarify :).
 
If you can craft better items than you can get from dungeons, then what's the point in running the dungeon unless the materials drop there. Then it would come down to if you got material X first or item drop B first. Now if they really want crafting to be something, make special cosmetic items be crafting only. Allow people to make crafting patterns by taking standard shape patterns and combining them in layers to make somewhat custom gear transmogrification. Of course the person can sell these on the AH or trade them with their buddies.

That way the dungeon runners have their sanctity and the craftsmen have their value and fun also.
 
That's the difference between an ARPG (action RPG) and what underneath all the dressing is a "real-time turnbased" RPG like ESO (internal cooldown timers between ability usages, RNG determinations in combat,.etc.) :)



Crafting is still immensely useful in ESO because...
A) You can upgrade drops through crafting.
B) Crafting provides some set bonuses that you CANNOT get on dropped items at all.
C) Crafting provides you with any available slot for craftable set bonuses rather than dropped items that don't come in every slot or weapon type.
D) Crafting provides far superior glyphs/enchantments for your items and lets you customize them, including drops.
E) With so many items being bind on equip including crafted set items, you have a real outlet and demand for your wares, rather than the best craftable items binding on creation to you.

Hope that helps clarify :).

Is crafting simple enough that everyone will be running around with a maxed profession or two? Kinda like how everyone in WoW had their two professions. I'm inclined to agree with blade52x in that crafting should be deep enough so that it could be what you do in the world, and without significant work, you won't produce anything worth while.

Also let me clarify--by 'significant work' i don't mean running a raid like in WoW in order to get that epic recipe drops. So tired of everything being tied to raids.
 
best videos of gameplay I found..no comments, all ingame sounds...really makes you feel like you're playing the game

http://www.youtube.com/watch?v=2vTWFBL-ynw

and this one has fishing...I'm gettin a LOTRO vibe here

enjoy

I watched most of that and see no reason why the game has the mouse locked. Ranged classes look and play better than melee, and the mouse lock just makes things a pain in the ass. They should have abandoned the first person mode.
 
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If you can craft better items than you can get from dungeons, then what's the point in running the dungeon unless the materials drop there.

Because crafting is boring. Dungeon running is... a lot less boring. Plus, in such a scenario, crafting would likely be a very expensive profession to train, so most players wouldn't have the funds to do it, so they'd either have to resort to skill gathering, or dungeon running.

And I really hope end game is going to be something more than raids or PVP. How about I just work on an awesome player owned house that I can show off as my end game? Or... try to run some kind of "in-game business" in a deep and meaningful player run economy? Or just be a trader trying to gain massive amounts of wealth to corner a portion of the market? And I also hope it takes a fair amount of time just to reach one of these endgames. When MMORPGs decided to make characters become good at everything in about 2 months is when I stopped playing them. The moment things start taking long again, so that each decision I make is actually important and needs to be planned out thoughtfully, is the moment I'll become interested in this genre again.
 
They should have abandoned the first person mode.

the game was designed with only 3rd person mode...first person was ADDED after the eso community complained to high heavens that this ain't elder scrolls...so the FPS crowd is now crying they can't see the mobs telegraphed attacks from first person mode
and are now 'forced' into 3rd person to see the said attacks so as to dodge them..oh, they're crying for field of view changes too...and oh btw, NO ONE plays pvp in first person mode unless you wanna die....however, there are people who love the FPS mode in non combat related activities.

if you want a FPS shooter, then go play one would of been my response
 
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